Old 05-20-2008, 03:42 AM   #1 (permalink)
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Warrior's Speed Buff

How Much faster do u think the speed buff should make a warrior move?


I think a sprint kind of skill shud give like 100% more speed.
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Old 05-20-2008, 10:04 AM   #2 (permalink)
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Originally Posted by Silent View Post
How Much faster do u think the speed buff should make a warrior move?


I think a sprint kind of skill shud give like 100% more speed.
I think it should be a charge move that almost instantly puts you in range. Say a mage has a teleport spell, or a speed spell and a snare that has a 30yd range. If you get a 100% speed bonus they will cut that in half with their snare and use their teleport/speed spell.

Never giving you a chance to apply your snare, because you obviously have to be in melee range.

I vote for a charge as well as a reliable (not proc based) stun/daze skill.
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Old 05-20-2008, 10:49 AM   #3 (permalink)
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this speed skill sounds to me like the one from Lineage 2 called Sonic Move,only drawback of the skill is that you have to charge your gladiator 3 focus out of 7 ... and think that the gladiators skill in l2 needs 4 focus...lol
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Old 05-20-2008, 11:26 AM   #4 (permalink)
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A 100% speed bonus sprint is kind of excessive, depending how long it would last. And not to take sides with sorcerers, but they are suppose to be capable of staying out of melee range, otherwise they kind of die in 3 hits. I don't see a charge, similar to what WoW had, to come into Aion. It would be too overpowering for Gladiators and Templars alike compared to what other classes have.

I do think a speed boost is the best option. Not to say that the speed boost couldn't remove current snares on you either.
Basically, a 60% speed boost with snare removal that lasts 6-8 seconds would likely be a pretty decent skill.
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Old 05-20-2008, 11:32 AM   #5 (permalink)
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I agree with the person above me, that sounds like a decent effect that wouldn't be too OP.
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Old 05-20-2008, 01:15 PM   #6 (permalink)
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Quote:
Originally Posted by Kriaser View Post
A 100% speed bonus sprint is kind of excessive, depending how long it would last. And not to take sides with sorcerers, but they are suppose to be capable of staying out of melee range, otherwise they kind of die in 3 hits. I don't see a charge, similar to what WoW had, to come into Aion. It would be too overpowering for Gladiators and Templars alike compared to what other classes have.

I do think a speed boost is the best option. Not to say that the speed boost couldn't remove current snares on you either.
Basically, a 60% speed boost with snare removal that lasts 6-8 seconds would likely be a pretty decent skill.
Gladiator's will be able to die in three hits also, unless armor in Aion will mitigate spell damage (omg, if only!!). However, if spell damage ignores armor, which is how it most likely will be, a 60% speed boost that removes a snare will never cut it.

This mechanic would have to give you immunity to snares as well as remove a number of snare effects. I mean if you have three guys on you that are stacking snares, then what?

Then of course you have the issue of other classes having speed buffs themselves....at this point you'd never catch them with the above mechanic. A charge is essential, as well as an immobilizing effect - the immobilizing effect of course would be removable with a defensive purge-like mechanic which I am sure a number of the classes will have.

Also this charge mechanic will have to be able to used in combat, and not as just an opener. It can, of course, have a reasonable cooldown.
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Old 05-20-2008, 01:56 PM   #7 (permalink)
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Let's analyze this...

Quote:
Originally Posted by Swan View Post
Gladiator's will be able to die in three hits also, unless armor in Aion will mitigate spell damage (omg, if only!!). However, if spell damage ignores armor, which is how it most likely will be, a 60% speed boost that removes a snare will never cut it.
I do believe it was posted a while ago that Robes have the highest magic resist, followed by platemail and chain mail having the 2nd highest, and leather having next to none due to the evasion bonuses. I could be wrong, but that's what I remember. Feel free to correct me. Also, Gladiators and Templars have the highest hp. There's little chance you'll be dying in 3 hits unless you're being hounded by someone who feels like ganking.

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Originally Posted by Swan View Post
This mechanic would have to give you immunity to snares as well as remove a number of snare effects. I mean if you have three guys on you that are stacking snares, then what?
Granted, immunity to snares would be a nice thing, and theres already similar skills like this in Templar skill tree. As for your second sentence here, if you have 3 guys attacking you, I think you're dead anyway. Best of luck killing one.

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Originally Posted by Swan View Post
Then of course you have the issue of other classes having speed buffs themselves....at this point you'd never catch them with the above mechanic. A charge is essential, as well as an immobilizing effect - the immobilizing effect of course would be removable with a defensive purge-like mechanic which I am sure a number of the classes will have.
A 60% bonus is a lot for a speed buff. Granted, Chanter has a party speed buff (I think anyway), but that's teamplay, not solo play. Take into consideration that you do have this charge that gives an automatic 1 second stun (like in WoW). Most mages won't be breaking 1000 hp for a while (as screenshots have shown us). Also as videos have shown us, Gladiators deal out damage pretty fast if they stay close quarters. Giving a charge with a momentary stun/instant immobilize will basically eliminate any chance a Sorc/SM has in fighting back.

Quote:
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Also this charge mechanic will have to be able to used in combat, and not as just an opener. It can, of course, have a reasonable cooldown.
This is fine and very agreeable. However, in most cases, "reasonable" cooldown = 30 to 60 seconds. If the skill even removes snares and puts you instantly next to the target, and stuns them, I can imagine this skill having at least a 3 minute cooldown in Aion's gameplay.

This is all speculation on my behalf, so, try not to take anything I say too seriously. I'm not in the closed beta or anything, I only base my opinion off of videos and screens I've seen.
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Old 05-20-2008, 02:52 PM   #8 (permalink)
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Quote:
I do believe it was posted a while ago that Robes have the highest magic resist, followed by platemail and chain mail having the 2nd highest, and leather having next to none due to the evasion bonuses. I could be wrong, but that's what I remember. Feel free to correct me. Also, Gladiators and Templars have the highest hp. There's little chance you'll be dying in 3 hits unless you're being hounded by someone who feels like ganking.
I was unaware that any armor would have innate magic resist, this makes me smile. I think the three hit scenario we have going here is a little extreme, I don't see either class killing each other in three hits (I was being sarcastic when I said three hits). I do think that sorcerers will be dishing just as much damage, probably more, as Gladiators though. Especially if they have rapid fire spells and/or are able to spellweave.

Quote:
Granted, immunity to snares would be a nice thing, and theres already similar skills like this in Templar skill tree. As for your second sentence here, if you have 3 guys attacking you, I think you're dead anyway. Best of luck killing one.
I think you are missing the point in multiple opponent scenario. In most cases, especially in organized PVP there will always be a need to eliminate the healer of the opposing side first. There must be an opportunity to get a specific target if need be, otherwise the tactical part of PVP is nonexistent. Sure, you will probably die when you are being focus fired by three opponents, but atleast you can take that important guy down with you.

Quote:
A 60% bonus is a lot for a speed buff. Granted, Chanter has a party speed buff (I think anyway), but that's teamplay, not solo play. Take into consideration that you do have this charge that gives an automatic 1 second stun (like in WoW). Most mages won't be breaking 1000 hp for a while (as screenshots have shown us). Also as videos have shown us, Gladiators deal out damage pretty fast if they stay close quarters. Giving a charge with a momentary stun/instant immobilize will basically eliminate any chance a Sorc/SM has in fighting back.
A sixty percent speed buff as the only way to close the melee gap is mild, at most. I am sure mages will have shields and plenty of escape options in the game, one charge ability and a stun is not instant victory. I would bet that mage will have at the very least a root that causes complete immovability for the target.

Quote:
This is fine and very agreeable. However, in most cases, "reasonable" cooldown = 30 to 60 seconds. If the skill even removes snares and puts you instantly next to the target, and stuns them, I can imagine this skill having at least a 3 minute cooldown in Aion's gameplay.
I was thinking more like 15-30 seconds. I think casters being squishy makes people feel sorry for them, they are evil incarnate I tell you.

Quote:
This is all speculation on my behalf, so, try not to take anything I say too seriously. I'm not in the closed beta or anything, I only base my opinion off of videos and screens I've seen
Yeah, same here. I've always played Warrior classes and have seen us struggle in too many games, and only after years (literally) be competitive against casters and ranged classes. Hopefully, NCSoft will look at more than just the "plate vs. cloth" argument and give us what we need to not be sitting ducks.
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Old 05-20-2008, 03:14 PM   #9 (permalink)
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Quote:
Originally Posted by Swan View Post
I was unaware that any armor would have innate magic resist, this makes me smile. I think the three hit scenario we have going here is a little extreme, I don't see either class killing each other in three hits (I was being sarcastic when I said three hits). I do think that sorcerers will be dishing just as much damage, probably more, as Gladiators though. Especially if they have rapid fire spells and/or are able to spellweave.
I do believe mages will be doing excessive damage in solo play compared to others, since Chanters give so many melee buffs. They do have a 5min buff that has a 20% chance to give you an extra attack. Team up with a Chanter like I am =D

Quote:
Originally Posted by Swan View Post
I think you are missing the point in multiple opponent scenario. In most cases, especially in organized PVP there will always be a need to eliminate the healer of the opposing side first. There must be an opportunity to get a specific target if need be, otherwise the tactical part of PVP is nonexistent. Sure, you will probably die when you are being focus fired by three opponents, but atleast you can take that important guy down with you.
There's always the tactic of focus fire on a fighter, whereas the healer cannot keep up with the damage and they are automatically short a fighter. Granted, I don't want to be bogged down and unable to do anything when I'm being kited by 2 or even 1 person. But escaping with your wings or using your wings to get to that healer/main target is always an option.

Quote:
Originally Posted by Swan View Post
A sixty percent speed buff as the only way to close the melee gap is mild, at most. I am sure mages will have shields and plenty of escape options in the game, one charge ability and a stun is not instant victory. I would bet that mage will have at the very least a root that causes complete immovability for the target.
Admittedly, I completely forgot Sorcerer does have a dmg absorb skill. At least I believe they do. It's still hard to agree with a direct charge. I always disliked that mechanic due to traps mostly. You know the trap is there, but you can't walk to the Ranger without dying, but if you charge into the trap, you're likely to die anyway from the same scenario. This is why I'd rather see a speed boost, even if it was a meager 60%.

Quote:
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I was thinking more like 15-30 seconds. I think casters being squishy makes people feel sorry for them, they are evil incarnate I tell you.
It seems excessive and reliant to have a charge on a 15 second cooldown. 30 is usually allright, making it a "safety" button. I think it was said the charges are part of a combo. Weird I thought, but I remember reading something like that on a Templar skill list. If I can find it again, I'll post it.
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Old 05-20-2008, 03:19 PM   #10 (permalink)
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Quote:
Originally Posted by Kriaser View Post
A 100% speed bonus sprint is kind of excessive, depending how long it would last. And not to take sides with sorcerers, but they are suppose to be capable of staying out of melee range, otherwise they kind of die in 3 hits. I don't see a charge, similar to what WoW had, to come into Aion. It would be too overpowering for Gladiators and Templars alike compared to what other classes have.

I do think a speed boost is the best option. Not to say that the speed boost couldn't remove current snares on you either.
Basically, a 60% speed boost with snare removal that lasts 6-8 seconds would likely be a pretty decent skill.
yea i agree, you have a good point
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Old 05-20-2008, 03:23 PM   #11 (permalink)
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Quote:
Originally Posted by Kriaser View Post
It seems excessive and reliant to have a charge on a 15 second cooldown. 30 is usually allright, making it a "safety" button. I think it was said the charges are part of a combo. Weird I thought, but I remember reading something like that on a Templar skill list. If I can find it again, I'll post it.
Kriaser, I'd like a link to where you are viewing the info you have, I'd appreciate it. I looked on the Wiki and really couldn't find anything useful, it's still in its early infancy it seems.
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Old 05-20-2008, 03:34 PM   #12 (permalink)
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Gladiator skills completed on wiki going here will directly take you to a list of Templar skills that are said to be either in game or to be put into CBT3. (Although the link says "gladiator skills", the permalink sends you to the post about Templar)


These are two skills for the Templar that'd pretty much solve issues of getting kited.
Seal of Earth - Ranged stun a single target.
Titan Charge (AoE) - Charge and slows down all surrounding targets
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Old 05-20-2008, 03:40 PM   #13 (permalink)
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Quote:
Originally Posted by Kriaser View Post
Gladiator skills completed on wiki going here will directly take you to a list of Templar skills that are said to be either in game or to be put into CBT3. (Although the link says "gladiator skills", the permalink sends you to the post about Templar)


These are two skills for the Templar that'd pretty much solve issues of getting kited.
Seal of Earth - Ranged stun a single target.
Titan Charge (AoE) - Charge and slows down all surrounding targets
Great, thanks a lot. Both of those skills sound like treats (like YooHoo and Alpo good) and make me smile.
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Old 05-21-2008, 03:56 AM   #14 (permalink)
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OK im guessing since 100% is OP then how about...

25% speed buff for 15 seconds 30 second recharge

and another 50% speed buff for 5 seconds. (20 second recharge)
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